Difference between revisions of "Core.asyncCall"
From GiderosMobile
(added random example :-() |
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Line 14: | Line 14: | ||
'''parameters''': (multiple) multiple parameters to pass to function '''optional'''<br/> | '''parameters''': (multiple) multiple parameters to pass to function '''optional'''<br/> | ||
− | === | + | === Examples === |
<source lang="lua"> | <source lang="lua"> | ||
local function scaleTextsAndBtn() | local function scaleTextsAndBtn() | ||
Line 35: | Line 35: | ||
Core.asyncCall(scaleTextsAndBtn) | Core.asyncCall(scaleTextsAndBtn) | ||
+ | </source> | ||
+ | |||
+ | '''asyncCall used in a Class and with parameters''' | ||
+ | <source lang="lua"> | ||
+ | if self.imgui:button("VALIDATE") then | ||
+ | -- self:gotoScene("levelX") | ||
+ | Core.asyncCall(LevelX.gotoScene, self, "levelX") | ||
+ | end | ||
+ | ... | ||
+ | |||
+ | -- change scene | ||
+ | function LevelX:gotoScene(xscene) | ||
+ | scenemanager:changeScene( | ||
+ | xscene, 1, | ||
+ | transitions[math.random(1, #transitions)], | ||
+ | easings[math.random(1, #easings)] | ||
+ | ) | ||
+ | end | ||
</source> | </source> | ||
{{Core}} | {{Core}} |
Revision as of 15:25, 16 March 2023
Available since: Gideros 2016.06
Class: Core
Description
Launches a function on a separate thread as a background task.
Core.asyncCall(task,parameters)
Background threads are only executed when the main thread is not running.
Parameters
task: (function) function to run in background
parameters: (multiple) multiple parameters to pass to function optional
Examples
local function scaleTextsAndBtn()
local tempFontScale=1.02
Core.yield(.2)
txt1_noads:setScale(tempFontScale)
Core.yield(.1)
txt1_noads:setScale(1)
txt2_plusincome:setScale(tempFontScale)
Core.yield(.1)
txt2_plusincome:setScale(1)
Core.yield(.1)
btn_OK:setScale(1.04)
Core.yield(.2)
btn_OK:setScale(1)
end
Core.asyncCall(scaleTextsAndBtn)
asyncCall used in a Class and with parameters
if self.imgui:button("VALIDATE") then
-- self:gotoScene("levelX")
Core.asyncCall(LevelX.gotoScene, self, "levelX")
end
...
-- change scene
function LevelX:gotoScene(xscene)
scenemanager:changeScene(
xscene, 1,
transitions[math.random(1, #transitions)],
easings[math.random(1, #easings)]
)
end